166 lines
3.7 KiB
C++
166 lines
3.7 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: ScreenSandbox.h
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Desc: Area for testing.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard (OpenGL Code)
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Lance Gilbert (OpenGL/Usability Modifications)
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-----------------------------------------------------------------------------
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*/
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#include "stdafx.h"
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#include "ScreenSandbox.h"
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#include "RageDisplay.h"
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#include <math.h>
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#include "SDL.h"
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#include "SDL_opengl.h"
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#include "ScreenSandbox.h"
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#include "ScreenManager.h"
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#include "RageMusic.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "Quad.h"
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#include "ThemeManager.h"
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#include "RageNetwork.h"
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ScreenSandbox::ScreenSandbox()
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{
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rot = 0;
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tX = 0;
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tY = 0;
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tZ = 0;
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}
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void ScreenSandbox::Update( float fDeltaTime )
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{
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rot += fDeltaTime * 360.f;
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rot = float(fmod(rot, 360.f));
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}
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void ScreenSandbox::DrawPrimitives()
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{
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DISPLAY->FlushQueue(); /* do this before rendering directly */
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/* If this is a sub-object (3d object within a 3d object), this won't
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* actually do anything: */
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DISPLAY->EnterPerspective(60);
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DISPLAY->SetTexture(NULL);
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DISPLAY->EnableZBuffer();
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glColor4f(1,1,1,1);
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glPushMatrix();
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SetX(CENTER_X);
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SetY(CENTER_Y);
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/* By default, 0,0,0 is the center of the object, at the location the actor
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* is set to. We have to translate away from the viewpoint (negative Z)
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* to get away from the viewer (and in front of the near clip plane). */
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glTranslatef (0,0,-5);
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{ /* Standard ugly OpenGL lighting stuff. */
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GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat lm_ambient[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, 100.0);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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}
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GLfloat sphere_diffuse[] = { 0.7f, 0.0f, 0.7f, 1.0f };
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glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
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GLUquadricObj *quadObj = gluNewQuadric();
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gluQuadricDrawStyle(quadObj, GLU_FILL);
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gluQuadricNormals(quadObj, GLU_SMOOTH);
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glRotatef (rot, 0.0, 1.0, 0.0);
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glPushMatrix();
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glTranslatef (1,0,0);
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gluSphere(quadObj, (tX+.25), (tY+8), (tZ+16));
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glPopMatrix();
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glPushMatrix();
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glTranslatef (-1,0,0);
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gluSphere(quadObj, (tX+.35), (tY+8), (tZ+16));
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glPopMatrix();
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gluDeleteQuadric(quadObj);
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glPopMatrix();
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DISPLAY->ExitPerspective();
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DISPLAY->DisableZBuffer();
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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}
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void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( type != IET_FIRST_PRESS )
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return; // ignore
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switch( DeviceI.device)
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{
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case DEVICE_KEYBOARD:
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switch( DeviceI.button )
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{
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case DIK_LEFT:
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glTranslatef ((tX-.1),0,0);
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break;
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case DIK_RIGHT:
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glTranslatef ((tX+.1),0,0);
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break;
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case DIK_UP:
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glTranslatef (0,(tY-.1),0);
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break;
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case DIK_DOWN:
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glTranslatef (0,(tY+.1),0);
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break;
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case DIK_T:
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{
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SDL_Event *event;
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event = (SDL_Event *) malloc(sizeof(event));
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event->type = SDL_QUIT;
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SDL_PushEvent(event);
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}
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case DIK_ESCAPE:
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{
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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}
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}
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}
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}
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void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_DoneClosingWipingLeft:
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break;
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case SM_DoneClosingWipingRight:
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break;
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case SM_DoneOpeningWipingLeft:
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break;
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case SM_DoneOpeningWipingRight:
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break;
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}
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}
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